Monday, February 11, 2019

Finshing up GController

 02/11/2019

Month 4, Week 1

Author: Devin Wright

 Mac is now integrated and passes all of the unit tests, as it turns out all inputs received from the device input callbacks have unique usages(an ID of sorts) that can be used to identify the input. However, the usages are unique per controller, so I mapped both the PS4 and Xbox controller in an array of input codes and index into it using the usage and the controller id. Also, it turns out that I was receiving axis events they where simply received as misc input rather than an axis input. Integrating in the code from the demo into GController caused some issues as most of Mac's implementation was done in a separate .mm file, however, most of this was solved by moving the shared function to an .hpp, and making a wrapper class to connect back to the main GeneralController class.

This week will be spent doing some final testing for GController, as well as creating demo applications for Mac and Linux for the postmortem. GController should be ready for what will likely be my final major release for it by the end of the week. For the demos there is an old demo application on the repo, however, it appears that it was designed to work solely on Windows. Which mean I will end up having to rip out a lot of incompatible code in order to get it to work. Before I do that though I will have to look further into it to see if will be worth the time as the demo appears to be heavily direct-x.

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